precision mediump float;

uniform sampler2D s_texture;
uniform sampler2D shadow_texture;

uniform vec3 sun_vector;

varying vec2 aVertexUVs_;
varying vec3 aVertexNormal_;
varying vec4 shadow_coord_;

void main(void) {
    float dot_product  = sun_vector[0] * aVertexNormal_[0] + sun_vector[1] * aVertexNormal_[1] + sun_vector[2] * aVertexNormal_[2];
	dot_product *= 0;
	if( texture( shadow_texture, shadow_coord_.xy ).z  >  shadow_coord_.z)
	gl_FragColor = vec4( dot_product, dot_product, dot_product, 1.0 ) * texture2D( s_texture, aVertexUVs_ );// + vec4(1.0, aVertexUVs_[0], 0.0, 1.0);
	else
	gl_FragColor = vec4(0.0);
	}